@script AddComponentMenu("Camera/Camera Waypoint")
//var nextWaypoint : CameraWaypoint;
var raySize = 1;
var fov = 60; //TODO in Camera
var focus = 0.5; //TODO in Camera
var additionalDuration = 0;
var functions : DialogueFunction[];
//var cutToNext = false;
//var cutDuration = 0.0;
//var audioOffset = 0.0;
//var timeAfterAudio = 0.0;
//Add sound wanter for dialog camwaypoint
function OnDrawGizmos ()
{
	//Gizmos.color = Color(1, 1, 1, 1);
	var temp = Gizmos.matrix;
	Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, transform.lossyScale); 
	Gizmos.DrawLine(Vector3(-1,1,fov/20)*raySize, Vector3.zero);
	Gizmos.DrawLine(Vector3(-1,-1,fov/20)*raySize, Vector3.zero);
	Gizmos.DrawLine(Vector3(1,-1,fov/20)*raySize, Vector3.zero);
	Gizmos.DrawLine(Vector3(1,1,fov/20)*raySize, Vector3.zero);
	Gizmos.DrawLine(Vector3(-1,1,fov/20)*raySize, Vector3(-1,-1,fov/20)*raySize);
	Gizmos.DrawLine(Vector3(-1,-1,fov/20)*raySize, Vector3(1,-1,fov/20)*raySize);
	Gizmos.DrawLine(Vector3(1,-1,fov/20)*raySize, Vector3(1,1,fov/20)*raySize);
	Gizmos.DrawLine(Vector3(1,1,fov/20)*raySize, Vector3(-1,1,fov/20)*raySize);
	
	Gizmos.DrawLine(Vector3(-1,1,fov/20)*raySize*Mathf.Clamp(focus,0,1), Vector3(-1,-1,fov/20)*raySize*Mathf.Clamp(focus,0,1));
	Gizmos.DrawLine(Vector3(-1,-1,fov/20)*raySize*Mathf.Clamp(focus,0,1), Vector3(1,-1,fov/20)*raySize*Mathf.Clamp(focus,0,1));
	Gizmos.DrawLine(Vector3(1,-1,fov/20)*raySize*Mathf.Clamp(focus,0,1), Vector3(1,1,fov/20)*raySize*Mathf.Clamp(focus,0,1));
	Gizmos.DrawLine(Vector3(1,1,fov/20)*raySize*Mathf.Clamp(focus,0,1), Vector3(-1,1,fov/20)*raySize*Mathf.Clamp(focus,0,1));
	
	Gizmos.matrix = temp;
}

// Called by the Unity Editor GUI every update cycle, but only when the object is selected.
// Draws a sphere showing spawnRange's setting visually.
function OnDrawGizmosSelected ()
{
	//if(nextWaypoint)
		//Gizmos.DrawLine(transform.position, nextWaypoint.transform.position);
}
